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Digital Tutors - Creating a Game-Ready Tommy Gun in 3ds Max 2013
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  • 发布时间:2013-5-13 11:35
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Digital Tutors - Creating a Game-Ready Tommy Gun in 3ds Max 2013
Digital Tutors - 在3ds Max2013创建游戏中使用的冲锋枪
在本系列教程中,我们一起来看看在游戏引擎中使用的枪(比如UDK, Unity 或者CryEngine)的创建过程 。
我们通过这个过程采用细分技术创建一个高精度版本的枪模型。下一步将创建一个低多边形版本。完成后,我们将看看如何分解元素以创建UV布局。然后我们继续烘焙环境闭塞贴图和法线贴图。我们用3ds Max的渲染到纹理对话框做到这一点。
然后,我们会到Photoshop里开始创建漫反射贴图以及高光贴图。最后,我们将检查我们的结果在Marmoset Toolbag。

In this series of tutorials we take a look on process of creating a gun for use in a game engine like UDK, Unity, or CryEngine.
We  go through this process bit by bit starting off by creating a high poly  version of the gun using subdivision techniques. The next step will be  creating a low-poly version. When this is finished we will take a look  how to unwrap elements in order to create the UV Layout. Then we move on  to baking ambient occlusion and normals maps. We use Render To Texture  dialog in 3ds Max to accomplish this.
After we finish it we'll  move over to Photoshop and start to create a diffuse map as well as a  specular map. Lastly we'll check our results in Marmoset Toolbag.
1. Introduction and project overview
01:06
2. Overview of the tool and starting modeling
3. Creating the high poly gun
10:33
4. Modeling the barrel
10:05
5. Creating the main frame
13:39
6. Finishing the main frame
24:23
7. Modeling the sight and other metal details
24:57
8. Modeling the details for the second half
30:08
9. Adding the small details
12:52
10. Modeling the magazine
30:50
11. Fixing some issues on the mesh
15:06
12. Creating the low poly version
32:26
13. Continuing to retopologize
30:16
14. Finishing the retopology
13:49
15. Last touches on the low poly version
09:50
16. Unwrapping the gun
20:06
17. Baking normal map and ambient occlusion
17:29
18. Fixing the maps in Photoshop
18:12
19. Creating the selection mask
24:17
20. Continuing to paint textures for the gun
21:47
21. Finishing textures and creating the specular map
21:45
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riderfy 发表于 2018-1-16 23:59:21 | 只看该作者
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